I am completely new to creating textures for games or any model and i am wanting to know more about trimsheets and texturing them so i can create pretty low poly assets. I am struggling with learning as there is no video tutorial or someone that talks about creating them and the textures on top. I have alot of trouble learning and reading up any information is impossible for me to understand. (dyslexic)
I am willing to pay someone to show me the process because i am stuck. From creating the trimsheet and texturing it like in this
http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Olsen_Morten_TheUltimateTrim.pdfPlease i hope someone knows something or replies because i have been stuck on this for over a week.
Thank you
Replies
I have this made:
http://imgur.com/zDBEn5G
http://imgur.com/Hnim9Ik
and i can get it to work i just don't know what i need so to to get that defuse map and specular like that in the pdf.
The exact problem is creating the defuse and specular map like in the PDF.
I have no clue how to do it from using the trimsheet or how to start it. I can not wrap my head around it as i don't know and don't understand it because i am dyslexic which is causing so many problems. Do i go into Photoshop and paint the textures over it or so i use substance painter. I am not sure how to do it. Yes there are many examples of trimsheets etc but there are almost none explaining the process from start to finish like in that PDF
Now onto your question about creating the diffuse and specular map, or rather, how they dynamically blend multiple texture together. I don't see them being too hard to understand, let me try to explain ( @perna , do correct me if I am wrong):
So the slide mention, in the simple form, you take vertex colour on the model, use blend mode "multiply" on it against a manually created or procedurally generated paintstroke mask.
What I believe the presentation omits, is that you don't create the diffuse and specular map from thin air. The slide only show you what the shader does: it blends multiple textures, but you still need to create those textures.
So here, I am pretty sure they have created both the green and blue textures (manually painted or procedurally generated). They are just using vertex colour to blend these 2 textures.
BUT, it would be a pain to create random vertex color for each model. So they cheated: by mixing a procedural mask with (likely plain) vertex color, so they always got a randomised input:
This is the first step (vertex colour + procedural noise).
This is the second step (output vertex colour * paintstroke map)
This is the last step (blending multiple textures, output as diffuse map, in real-time, in engine).
So back to @perna response, yes, you still create your texture normally (manually paint or procedural, whichever you fancy, see earlier slides where they are probably blending a plastic with a brick wall).
Diffuse and specular maps are completely irrelevant to the process. That's why the PDF doesn't go into detail about them.